Sphere Mask on each instance of an Instanced Static Mesh
I'm trying to build instanced static mesh billboards for my project, but am having trouble getting the lighting and opacity masking correct. The billboards should just represent spheres, so I wanted to apply a sphere mask to each instance, but when I use the mask, it seems like only one is showing up in the game (as opposed to one per instance). The closest post I found that relates to my issue is this one: https://answers.unrealengine.com/questions/484539/foliage-instance-position-in-material-editor.html.
But I don't quite understand how to implement the response.
To get the billboard effect, I just reused example 2.20 in the Math Hall (https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/MathHall/index.html) and replaced the "Actor Position" node with "Object Pivot Point". Here's the material blueprint I have so far:
How can I modify this further to apply a sphere mask to each of my instanced meshes? Any help is appreciated!
Instance position in worldspace is retrievable like this: I believe that you can also use vertex interpolator node as 4.16 for a more tidy look, but I haven't tested it.
answered Jun 12 '17 at 07:50 PM
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